Translated by Tim Trant, December 1995.
Distributed by Mike Siggins from The Sumo Rules Bank

[Translator's additions (details which don't seem to be explicitly covered in
the German rules) appear in square brackes like these.]

This game allows all motor sport and game enthusiasts to simulate races on
the Hockenheimring in a dramatic and enjoyable fashion. The game markers are
accurate miniatures of the racing cars. Both the short ("crosswise
buckle") and the GP tracks agree in outline and feel with the actual
layouts. Not luck, but rather skill, quickness and tactics determine your success
in the game!

Components

The game contains:

1 racetrack

6 racing cars

3 dice (2 x white, 1 x red)

5 race sheets (Note: Lay aside a blank sheet for copying later)

30 course flags

Summary of Play

The mechanics of moving, such as Braking, Accelerating and Changing Gears, come
both from the arrangement of the dice (as thown or the switched numbers) and the
sometimes necessary "hard braking". The racing line on the track can be
recognized immediately via the longer game spaces, which, as in the real races,
allow the best and fastest move. The curves are bounded by the red and white
markings, and the numbers printed beside each one specify the movement limit for
that particular corner. It is important for each racer to switch into the right
gear at the optimal moment, and to know when to take the lead and the same
applies in this game. Driving errors are never without consequences! They
sometimes force a pit stop, or at worst lead to a retirement, that one could have
avoided with skill and caution.

How Is Movement Performed?

Up to 3 dice, and at least 1 red die, are used to move a car on its game turn.
With each die the driver can accelerate or brake, in that the number either on
the top or on the bottom of the die may be chosen and displayed in the Move
Indicator. The side with the higher number speeds up the car, just as the lower
number slows it down. This is how the game simulates the choice of the proper
gear!

White dice

roll result:

3 can be inverted to 4

2 can be inverted to 5

1 can be inverted to 6

For braking, the dice are rotated in the opposite way.

The same inverting process may be followed for the red die, except that this
die is only marked with 1-3 points, each appearing twice.

Hint:

The players should learn by heart the numbers on the white dice. The numbers
on the top and bottom sides of a white die always sum to 7; there is no need for
the annoying peek underneath. The underside of the red die should be checked,
though, since either of the other two possible numbers may be on the bottom. The
red dice is particularly useful in tight curves, because the numbers 1-3 (2 x)
may always be turned into 1 or 2 for braking.

There are four Move Indicators on the game board. [After a player rolls the
dice for his move on his turn, he places the rolled (and possibly rotated) dice
in the boxes of a Move Indicator.] The numbers 1-3 indicate the order in which
the particular die will be used for a move (see also "Turn
Sequence").

Lane Changes:

To get onto the racing line or to pass other vehicles, a car must be able to
change lanes. One or more diagonal lane changing move(s) may only be made when
using a die showing a "diagonal" dot pattern, i.e. a 2, 3 or 5. The 1,
4, and 6 die results allow only movement in the same lane (straight ahead).

Gear Changes:

Beside the red & white markings which indicate the curves and chicanes are
the corner limit numbers, which indicate the maximum move possible in each
particular corner. A die with a larger number [earlier in the sequence in the
Move Indicator] must be used up before the start of the markings and may not be
used within the corner. Untimely die rolls, which even after braking/down
shifting exceed the limit number for the curve, are extra points and are assessed
as Driving Errors (see "Driving Errors"). Extra attention is necessary
in the "2" rated sections. After the end of the markings the car can
accelerate again, as long as it is not within the markings, continuing without
regard for that "red & white" limit with the next number in the
Move Indicator.

The Racing Line:

The dark grey racing line spaces (some double size) always count as 1 space.
If there is a dot in the middle of the space, a second (drafting) car may also
follow the line and move into that single space. Such a car moves [next game
turn] after the one in front has moved. The leading racer always moves first!
(see "Turn Sequence") [The shaded racing line space at the exit of the
last corner has no dot in it (or else the dot would be obscured by the starting
grid marker), but it is still considered to be a single space and can hold two
cars.]

Pit Stops:

A car's penalty flags may be removed by driving into its pit. The pit lane may
only be driven along slowly, i.e. with all dice turned to their lowest [of the
possible two] sides. The speed limit applies from the entrance space to the exit
space of the pit lane, at which point the car may start to accelerate again.
[Each die which is used for movement when the car is back on the main track may
be rotated as desired.] The exit from the pit must also be made with the
"slow" sides of the dice. A pit stop must be made as a result of some
Driving Errors. When he exits his pit, the driver removes his penalty flags from
his pit and gives them back again. An additional pit stop (e.g. tire changes or
refuelling) for all players may also be agreed upon before the start of the game.
The pits may be labelled with the names of the starting drivers with washable
felt marker [!!].

The Turn Sequence:

Moves are always made in the order which corresponds to the standing in the
race. If two racers are tied for position, the first to move is the one which was
first to reach its current position. The second to arrive is distinguished by
being moved back in its space by a nose length. After rolling the dice a player
decides on the speeds and the sequence of his move and puts his dice in one of
the Move Indicators for all to see. For the results of the move: "It is
[first] placed and then [must be] driven". Once the dice are placed in the
Move Indicator fields they may not be replaced or adjusted. If completely
obstructed by other cars, a driver must unfortunately forfeit his move.

Hard Braking:

When moving through a hazardous corner, or if two preceeding racers have
blocked the track and too few free spaces for a 3 dice move are available, one
may put aside one or both white dice as long as this is announced previously. The
move is then made with the one or two remaining dice. The red die alone is the
least risky, as it has a maximum result of 3 and yet can be changed into a 2 or 1
by braking. Hard braking is advised in the 2 rated chicanes, because a 2 is the
maximum allowed move within these corners. It is always possible to stay within
this limit with the red die. One who drives too quickly here will land in the
gravel trap. Note: The number of dice must always be specified before the roll!
The red die must always be used!

Driving Errors:

Excess movement points correspond to penalty points, such as e.g. excess speed
in the curves or rear ending another car in front. This can cost time and race
standing, cause a pit stop, or even lead to retirement from the race. The number
of penalty points is the number of points on the die (or dice) not used up by
movement.

1-3 points not used (Small Mistake):

1 yellow flag + remain in this space
until next move; the vehicle stays in the space where the error happened [i.e.
the first space which it moved into using a too big die result] and all remaining
points are lost.

4-6 points not expended (Big Mistake):

1 red flag + miss next move; the
vehicle is much too fast and flies off the track. The car ends up outside the
track in the gravel beside the next space, into which it will re enter the race
after its lost move. If this space is occupied, it restarts in the next
[previous?] vacant field. The remaining points are lost.

[7+ points not expended:

(possible if the driver miscalculates the move from
the first die)car crashes into the barriers and retires.]

When a Driving Error happens, a corresponding flag is immediately placed
beside the car. On the next game turn the affected player puts the flag in his
pit space.

Example Driving Errors:

(see page 5 of the German rules for diagrams)

Roll R1 4 3; "brake" to R1 (1st) 3 ( ) 3 ( ).
Car #1: #1 is approaching the risky 2 rated curve. Under the red 1 is
unfortunately only a 3, and the 4 only "brakes" to a 3. With the 1 the
only possible move is to drive into the first half of the inside of the curve.
Two 3's, though, are too fast and consequently not usable. After the move there
is still a 6 point excess, and the car flies from the second space on the inside
of the curve diagonally to a spot in the gravel beside the space on the outside
of the curve.

Roll 6 6 R3; "brake" to 1 (2nd) 6 (3rd) R2 (1st).
Car #2: No error. #2 has a good throw with several options. It's good that the
red 3 can be "braked" to 2, and so the racing line of the curve
[actually, the approach space and the first half of the inside lane of the curve]
can be followed. With the 1 from a "braked" 6 the second half of the
inner curve can be completed, and the second 6 can be fully used to accelerate on
the following straight.

Roll 3 3 R3; "brake" to R1 (2nd) 3 (1st) 3 (3rd).
Car #3: Also taking a big risk! The car changes lanes with the first 3 onto the
inside and then moves up to the curve, with the 1 he moves through the first
half, and is 3 points over in the second half of the curve.

No other car is damaged if a car spins out because of excess movement points
[and a blocked track]. For the offender the same rules are [generally] applied as
for curves, but after a Big Mistake, instead of the diagonal spin out move, the
ambulance pulls up beside the next space on the edge of the track [and the car
retires from the race].

Flags:

The yellow flag (Small Mistake): three yellow, or a yellow plus a red
=> black flag = pit stop required. Red flag (Big Mistake): two red, or a
red plus a yellow => black flag = pit stop required. The flags are always
stood up in the respective pit for all to see. The black flag always signifies
that a pit stop is required at the end of the current lap. Be careful! If a
driver with a black flag gets another (yellow or red) flag while on his way to
the pits, the result is the retirement of the vehicle and driver from the race!
The blue flags are used to mark any lapped cars[!!]. The white flags are used to
indicate time penalties.

Time Penalties:

Racing demands fast reactions and quick action. Before the start of the game, the
maximum time for a player's move (between 10 and 60 seconds) should be agreed
upon. If a move is not completed by the expiration of the allowed time, the
driver receives a white flag (time penalty), which is placed on his pit. If three
white flags are collected, the driver must serve a "stop and go
penalty" by stopping at his pit. The slow move is still completed, and any
moving penalties are still applied. The time expended can be tracked with a
normal stopwatch. A proper race clock will soon be available as an accessory to
this game.

Starting Grid:

To establish an equitable starting grid, each driver separately drives a
practice lap which determines the starting order. Whoever completes the practice
lap with the fewest dice starts at the front. If there is a tie in the number of
dice used, whichever moved farthest over the finish line on its last move starts
in front. Alternatively, limit the time allowed for the practice lap, and start
in order of distance completed during the practice. For flags gained in the
practice lap: Small Mistake => one move is lost; Large Mistake => two moves
lost.

Order for the starting grid:

1 3 5
2 4 (6)

Race Set Up Options:

The time limit per move is more interesting after some practice with the game.
As the players get faster, more laps can be completed. The lap count of the
original events would exceed the time frame of this game. It is advisable to
complete about 10% of the number of real life laps (e.g. 45 laps in Hochenheim =
5 laps in the game) This lap total, with 6 experienced players, requires a time
of about 2 "frenzied" hours. Beginners should start with 3 laps, in
order to stay within the same time limits. With only 2 or 3 players, each player
can assume a complete team with 2 vehicles and then drive both in the races. The
team variation is also very interesting in the interplay with other players. A
player can use a race sheet to record the practice times & placing, as well
as the standings after each lap. Individual duels for position are often as
dramatic as the fight for pole position, especially if private championships to
accompany the "main event" are staged. In the Motorsport Game you and
your friends can also drive individual races with your racecars, or even use
models of your personal cars (standard 1:87 scale) on the Hockenheimring. You can
however also follow the championships of different Motersport classes with this
game, and obtain results in your group different from those prevailing throughout
the racing season.

Fascination Racingthe game of The German Touring Car Championship

The Hockenheimring is the first speedway that you can obtain in the series
from pms games. More racetracks will appear in the next year, in parallel with
the racing season. So next year you could drive, for example, the
Nürburgring and the Noris ring. You will be able to acquire the racetracks
as accessories separately, without having to buy the entire game. More models of
the DTM cars can be obtained from the Herpa miniature models company in standard
1:87 scale, through model or game shops. The models are duplicates of the
originals to the smallest detail. The 1995 DTM cars are offered in the enclosed
brochure. Naturally a 1996 edition will be produced, so that your speedway will
always be current.

[Tim: This is my fairly literal translation of the rules for the "DTM in a
tube" game. Since I've been playing strictly on the basis of what I could
figure out from the rulebook, rather than from personal instruction, I'm curious
about just what different rules interpretations are out there. For instance, I've
heard of considerably different methods of handling movement in pit lane, but the
written German rules seem pretty clear about that. I don't really consider these
rules to be "finished" because of the omission of some points (e.g. how
does a "stop & go" differ from any other stop, and does the finish
line extend across pit lane?), but this is all that I could extract from the
rulebook.]